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added per NPC/creature basic AI-settings (hello, fight, flee, alarm)
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commit
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3 changed files with 15 additions and 1 deletions
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@ -57,6 +57,11 @@ namespace MWClass
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data->mCreatureStats.mLevel = ref->base->data.level;
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data->mCreatureStats.mHello = ref->base->AI.hello;
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data->mCreatureStats.mFight = ref->base->AI.fight;
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data->mCreatureStats.mFlee = ref->base->AI.flee;
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data->mCreatureStats.mAlarm = ref->base->AI.alarm;
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// store
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ptr.getRefData().setCustomData (data.release());
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}
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@ -70,12 +70,12 @@ namespace MWClass
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}
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}
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// creature stats
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if(ref->base->npdt52.gold != -10)
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{
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for (int i=0; i<27; ++i)
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data->mNpcStats.mSkill[i].setBase (ref->base->npdt52.skills[i]);
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// creature stats
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data->mCreatureStats.mAttributes[0].set (ref->base->npdt52.strength);
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data->mCreatureStats.mAttributes[1].set (ref->base->npdt52.intelligence);
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data->mCreatureStats.mAttributes[2].set (ref->base->npdt52.willpower);
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@ -95,6 +95,11 @@ namespace MWClass
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/// \todo do something with npdt12 maybe:p
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}
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data->mCreatureStats.mHello = ref->base->AI.hello;
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data->mCreatureStats.mFight = ref->base->AI.fight;
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data->mCreatureStats.mFlee = ref->base->AI.flee;
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data->mCreatureStats.mAlarm = ref->base->AI.alarm;
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// store
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ptr.getRefData().setCustomData (data.release());
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}
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@ -19,6 +19,10 @@ namespace MWMechanics
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Spells mSpells;
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ActiveSpells mActiveSpells;
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MagicEffects mMagicEffects;
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int mHello;
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int mFight;
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int mFlee;
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int mAlarm;
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};
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}
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